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Slinger — IMPLEMENTED
Posted: Mon Oct 31, 2016 6:42 pm
by Alexander82
Short range ranged units with a low attack but bonus against giants (like david and goliath)
Re: Slinger
Posted: Mon Oct 31, 2016 6:49 pm
by MightyGuy
good idea.

Re: Slinger
Posted: Tue Nov 01, 2016 1:47 am
by Alpha
Should it be just like the AOS slinger but weaker, while maintains its upgrade.
Re: Slinger
Posted: Tue Nov 01, 2016 4:10 am
by MightyGuy
should increase armor or pierce for defense against powerful units
Re: Slinger
Posted: Fri Aug 18, 2017 4:46 pm
by Alexander82
Images for a 3 level progression
Re: Slinger
Posted: Fri Aug 18, 2017 4:47 pm
by LordOfAles
Great,ready to implement
Re: Slinger
Posted: Fri Aug 18, 2017 4:50 pm
by Alexander82
Instead of a high armor i think that the slinger should be benefitting from a good melee evasion value
this way we can keep up with the original idea of a small unit that is good against giants
I'd like to ask Daniel if is possible to set a specific evasion value against certain categories (e.g. giants and dragons) since i think that melee evasion wouldn't fit much the slinger in a fight against a normal infantry unit. I imagine it being able to avoid a hit by rolling under a giant's legs or jumping over a dragon's tail to dodge an attack but not against a master swordsman swordplay.
Re: Slinger
Posted: Fri Aug 18, 2017 5:05 pm
by Sunrise Samurai
As nice as that sounds, I'm not sure about individual dodge values. Just three (melee, range, and counterattack) is good for the stats page, but more would have to go on the bonus section, where there's a little too much information as it is for most people who don't want in depth number crunching.
Re: Slinger
Posted: Fri Aug 18, 2017 5:07 pm
by Alexander82
We should also point Daniel to add the dodge values to the unit sheets
Re: Slinger
Posted: Fri Aug 18, 2017 5:23 pm
by Sunrise Samurai
Can the engine handle negative numbers in the bonus chart? A -50% bonus would be a good way to make a giant deal less damage to this guy.
Re: Slinger
Posted: Fri Aug 18, 2017 5:41 pm
by Alexander82
I think not, but i would prefer a dodge rating that a negative damage reduction. The principle is for them not being hit than receiving less damage.
I think that a straight 30% evasion will be ok, for the rest they will have some range increase while levelling up, so that should provide enough protection from giants (that are melee units)
Re: Slinger
Posted: Sat Aug 19, 2017 3:06 am
by Sunrise Samurai
Sounds good. 30% melee dodge might help them survive cavalry too.
Re: Slinger
Posted: Sat Aug 19, 2017 4:57 am
by Stratego (dev)
Alexander82 wrote:We should also point Daniel to add the dodge values to the unit sheets
I think of dodging a special ability not a general property.
So lets keep the dodging only on the current units in game we have, and indicate it only in description.
(I dont want to complicate the game with new basic properties)
So lets not use dodge anywhere else, except very rare cases on very special units like eg. burning arrow effect.
Re: Slinger
Posted: Sat Aug 19, 2017 11:23 am
by Sunrise Samurai
Is it still going to be allowed for the elf dodge techs? If not, the vote for the last week was pretty much wasted, since that won by an enormous margin.
Re: Slinger
Posted: Sat Aug 19, 2017 12:54 pm
by Alexander82
In this case can we use dodge and just write it on the description?
Re: Slinger
Posted: Thu Oct 26, 2017 10:24 am
by Alexander82
Slinger

Stats:
Cost: 2
HP: 12
Power: 6 (normal damage)
range: 3
armor: 0
p. armor: 0
speed: 3
sight: 4
action: 1
resistance: 0
dodge melee 10%
special: 200% against giants
Elite Slinger

Stats:
Cost: 2
HP: 15
Power: 7 (normal damage)
range: 4
armor: 0
p. armor: 0
speed: 3
sight: 4
action: 1
resistance: 0
dodge melee 20%
special: 200% against giants
Master Slinger

Stats:
Cost: 2
HP: 18
Power: 8 (normal damage)
range: 5
armor: 0
p. armor: 0
speed: 3
sight: 4
action: 1
resistance: 0
dodge melee 30%
special: 200% against giants
Re: Slinger - FINALIZED
Posted: Thu Oct 26, 2017 11:24 am
by LordOfAles
Its ready
Re: Slinger - FINALIZED
Posted: Thu Oct 26, 2017 7:05 pm
by Stratego (dev)
without upgrades it is ok a giant hunter unit.
Re: Slinger (only 1st level) - ACCPETED
Posted: Thu Oct 26, 2017 7:52 pm
by Alexander82
why do you always make things difficult?

Re: Slinger (only 1st level) - ACCPETED
Posted: Thu Oct 26, 2017 8:18 pm
by Stratego (dev)
simple: i dont want to "copy" AOS. and try avoid uprades where i can. i want unique units like MTG units as you know

Re: Slinger (only 1st level) - ACCPETED
Posted: Thu Oct 26, 2017 8:52 pm
by Alexander82
But in AoS those units are different. I took the anti giants concept from the bible xD
Re: Slinger (only 1st level) - ACCPETED
Posted: Thu Oct 26, 2017 8:58 pm
by Stratego (dev)
than call it somethign else and dont make upgrades so we end up having an MTG like unit

Re: Slinger (only 1st level) - ACCPETED
Posted: Thu Oct 26, 2017 9:26 pm
by Alexander82
but upgrades are important for the coherence of the race.
if some units have upgrades and some not they won't be balanced
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 4:52 am
by Stratego (dev)
we will see, i think a 2 turn unit is ok to upgrade many further, but a more costy eg. 5 turn unit can be good as it is (especially if it has a specific "giant killer" role)
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 11:21 am
by Alexander82
It is a 2 turns unit xD
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 12:54 pm
by LordOfAles
lol why cant it have 3 lvls? It is a 2 cost unit and so op against others than giant, plus we dont have lvl 3 for AoS
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 2:42 pm
by Sunrise Samurai
Personally, I wouldn't upgrade it unless my opponent was going giant crazy.
Unfortunately, we need to account for armor. Many giants have around 3 armor, which is fine for this. Orc king, however, has 5, whichever reduces this to 1 damage, times bonus. Most giants are also in orcs, where +3 armor from strengthen is easily accomplished. I'd suggest making the power 8 to start with, just so it can realistically do it's job to some degree when armor is discounted. Otherwise, making bonus apply before armor might help a lot of units like this.
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 4:52 pm
by Alexander82
We can simply increase the bonus. 8 attack would overpower the axeman
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 5:03 pm
by Sunrise Samurai
True. I think we should start to work on making bonus apply before armor. That would settle a lot of the armor issues.
Re: Slinger (only 1st level) - ACCPETED
Posted: Fri Oct 27, 2017 6:36 pm
by Alexander82
Lately i've done some tests and I think that Daniel already did that.
Can you make some tests too?